Afforess's Modmods

I get a weird error with your mod every time I start a new map, something like "cannot find enum ALBANIA_***_ELOGOR" for different buildings. The game still plays further.


P.S.
Code:
Can't find type enum for type tag BUILDING_ALBANIA_ILLOGOR
Can't find type enum for type tag BUILDING_SERBIAN_HAMBAR
Can't find type enum for type tag BUILDING_POLISH_FOLWARK
Can't find type enum for type tag BUILDING_NUBIAN_VAULTED_GRANARY
Can't find type enum for type tag BUILDING_KLEROI
Can't find type enum for type tag BUILDING_PHOENICIA_DYE_FACILITY
Can't find type enum for type tag BUILDING_BOULEVARD_CIRCLE
Can't find type enum for type tag BUILDING_ISRAELI_KOTEL
Can't find type enum for type tag BUILDING_BUILDING_CROATIA_KINGSTOWER

It's weird, since I don't have those civs at all.
 
I get a weird error with your mod every time I start a new map, something like "cannot find enum ALBANIA_***_ELOGOR" for different buildings. The game still plays further.


P.S.
Code:
Can't find type enum for type tag BUILDING_ALBANIA_ILLOGOR
Can't find type enum for type tag BUILDING_SERBIAN_HAMBAR
Can't find type enum for type tag BUILDING_POLISH_FOLWARK
Can't find type enum for type tag BUILDING_NUBIAN_VAULTED_GRANARY
Can't find type enum for type tag BUILDING_KLEROI
Can't find type enum for type tag BUILDING_PHOENICIA_DYE_FACILITY
Can't find type enum for type tag BUILDING_BOULEVARD_CIRCLE
Can't find type enum for type tag BUILDING_ISRAELI_KOTEL
Can't find type enum for type tag BUILDING_BUILDING_CROATIA_KINGSTOWER
It's weird, since I don't have those civs at all.

Turn off python exceptions in the Civ Ini. I added those because they are needed if you play with the extra civ pack, so you don't overwrite my CvEventManager. Not having those buildings doesn't affect the game one bit.
 
how about a patch to overwrite that file with those buildings only if you need, cause turning off python exceptions can be a bad thing
It isn't even a python exception, it's just reporting that there is no building named XYZ. The average user, with unedited Civ4.ini will never notice, and it saves me the hassle when someone comes complaining to me about broken modmods. If you really care, go ahead and remove those buildings from the file. It doesn't alter gameplay.
 
Actually, that error will come up without Afforess's modmod. If you remove the civ in question you'll get an error saying it can't find that building. So either edit the python file that has it, keep all the civs mentioned, or ask zappara to make the fix, not Afforess.
 
This is not base 2.8 beta issue, but Afforess'es only, that's why I reported it here. It's good to know that it's not broken though :).

Also for some reason I get CTD 80-90% of times when I try to load a save. I had a similar issue with FFPlus earlier.
 
I believe I get a higher than usual rate of load MAF with your mod, Affores. Usually pre-1600 savegames were a cookie for my machine. But now even savegames from just after AD made my memory failed to allocate.
 
Actually, that error will come up without Afforess's modmod. If you remove the civ in question you'll get an error saying it can't find that building. So either edit the python file that has it, keep all the civs mentioned, or ask zappara to make the fix, not Afforess.

This is not base 2.8 beta issue, but Afforess'es only, that's why I reported it here. It's good to know that it's not broken though :).

Also for some reason I get CTD 80-90% of times when I try to load a save. I had a similar issue with FFPlus earlier.

Hmm. No one else seems to be experiancing this (that big of a bug would have users complaining like crazy) , so I'm guessing it's a problem on your end. Did you ever find a solution to your problem with FFplus?

I believe I get a higher than usual rate of load MAF with your mod, Affores. Usually pre-1600 savegames were a cookie for my machine. But now even savegames from just after AD made my memory failed to allocate.

This may be due in part because of the CAR mod actually, but I don't want to cast blame quite yet. I'll do some checking.

Update:

I contacted the HoTK team, and they assured me that CAR was not the cause. Have your read this thread on avoid MAFs? Also, how much RAM does your computer have?

I'm not sure why my modmod's would cause MAF's more frequently, as MAF's are generally due to larger maps and lots of graphics.
 
Unfortunately, you're going to have to abandon that game. I'm working harder now to avoid bugs with my releases, so I've begun beta testing first. I'm sorry about this.

While this was very disappointing to hear, I'm still very thankful for the great work you and other modders do to improve our gaming experiences :) Also a good thing that you will run a more thorough beta scheme from now on.

As I couldn't just abandon a game I had already put so much planning and pleasure into, I've found two ways to work around the upgrade problem.

First off, I do the occasional "upgrade" through the worldbuilder by adding new units w same stats and then removing the old units & a suitable amount of gold from my treasury. This is a very tedious task however, so as the game grows even further I'll only do this for the most important units (led by warlords plus plus).

Secondly, I try to consider it just a new challenge to this game, that my Greek troops somehow cannot adapt to new technologies and become obsolete. As I found this game quite a lot easier than most others I've played (usually playing emperor/immortal) , and have been in charge almost the whole of history on immortal anyway, this may actually work out alright :)

Just a last point I want to mention, inspired by the above post of CTDs: I'm actually getting quite a lot of these myself, although not while loading games, just spontaneously during play. Started occurring about 80 turns in I'm guessing, and now might happen 3 times in 10 minutes, or just once in 4 hours. No history of CTDs on "vanilla" RoM v2.51 (which is the last one I played) or other mods.
 
Did you ever find a solution to your problem with FFplus?
Yes, there was some problem with memory allocation in python or C which created a memory leak and crashed saves loaded directly from the game. They've fixed it as some point.

I think mostly these errors appear because of 1 Gb RAM I have: the more modmods I have, the more game writes to the momory, and if there's some memory leak, I am almost 100% f*(%ed :).
 
Make sure you always check the first post of this thread. I have lots of new features coming in 1.4! </ShamelessSelfPromotion>
 
I have a very modern PC system with 4GB of memory and an AMD dualcore CPU, Affores. The strange thing is that now, later in the game I can easily load saved games before Civ crashes (something I got used to after loading games). It almost looks like the Classical Era is more heavy to load :).
 
I have a very modern PC system with 4GB of memory and an AMD dualcore CPU, Affores. The strange thing is that now, later in the game I can easily load saved games before Civ crashes (something I got used to after loading games). It almost looks like the Classical Era is more heavy to load :).

That is very strange.
 
If this is the thread for suggestions, may I humbly suggest a re-look at the "Route Required" mod that you merged?

What it currently does:
- makes some units require (configurable) routes for ALL Terrain

What it would make more sense doing:
- make some units require (configurable) routes for (configurable) Terrain/Feature combinations.


That way I can set it so that Tanks and Horses can gallop across deserts and plains, but require a cart or road to enter a jungle tile.

Whereas at the moment, if I make a Tank require route, it requires route even for deserts, which is just silly nonsense.


Let me know if you require any clearer definition! :)
 
If this is the thread for suggestions, may I humbly suggest a re-look at the "Route Required" mod that you merged?

What it currently does:
- makes some units require (configurable) routes for ALL Terrain

What it would make more sense doing:
- make some units require (configurable) routes for (configurable) Terrain/Feature combinations.


That way I can set it so that Tanks and Horses can gallop across deserts and plains, but require a cart or road to enter a jungle tile.

Whereas at the moment, if I make a Tank require route, it requires route even for deserts, which is just silly nonsense.


Let me know if you require any clearer definition! :)

No, I understand. It's rather low on my priorities, but I'll make sure I look at it.
 
Not sure if you can easier incorporate it then Zappara, but how about the Allegiance Mod?

EDIT: nevermind
 
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